PvP Pyro Slots... suggestions?

Howdy folks, after playing PvE on 360 (started 9 months ago) without a goldaccount, i switched to PS3, after playing Demon's Souls.I'm your typical PvP noob and i just made 2 PvP pyro (kinda) builds Egghead & Spear guy thanks to Dom's mega and i would like some suggestions about what to put in the Att slots... so, what are the best/effective pyromancies to use in PvP?

Instead of telling you what I think you should use I'll list all the pyro spells and what I think to be their most effective use in PvP situations.

Great Combustion/Black Flame - Combustion on average does slightly more damage in pvp because it's pure fire damage unlike black flame witch is partially physical (low percentage but enough to make the split put it back in damage) These are useful for several things, just tossing them out to regain stamina if you're being pressured or after your own volley. Black Flame is more reliable for breaking the poise and shields of more turtley players. And they're both good at making parry happy players think twice before throwing another one out.

The Fireballs - These have great direct hit damage if you practice and get good with aiming them, the chaos version provides a tactical advantage in spacing and area control with it's lava, but utilizing that effect takes a bit of foresight on your part. Should you land a direct hit when someone's close they both link into great combustion flawlessly IF it stuns. For this reason I always keep GC/BF 1 slot after a fireball if I use them.

The whips - Possibility of hitting a target twice for slightly more damage than a GC, has to be pretty much point blank though. This is what I'd call an OH **** spell. Really great for if you're getting pressured, back yourself into a corner and let it rip, chaos is especially useful for this because the lava prevents them from getting in on you after the cast w/o risking damage to themselves.

The Storms - These are more like random invasion spells. Tempest hits hardest and is generally the most widely used. A kind of cheesey tactic, provided you have 45 dex, is backstabbing someone and waking up with this. You have to wield the glove in your left hand though as swapping will lose that perfect window. The worst I've been punished for this is having someone backstab me on wake up but the damage canceled as they were hit w/ tempest just in time. The main use for them is surprising people around corners and insta gibbing them, especially with power boosting helms and rings.

Fire Surge - I wouldn't reccomend this spell unless you have 40-45 dex, it's start up locks you down in the animation and more often than not I find it's only a resetting tool. Spray it a little to regain stamina and resume the fight, it does too little damage and is too easily avoided for the effort of making it effective imo.

The Mists - Fun to use, complete garbage in any kind of real situation. The only useful thing I've ever done with them is use the mist to hide my casting of the storm spells.

The buffs - Power within is very useful if you're in a fight with a particularly annoying heal spammer or against a gank, but this is an iffy tactic at best.Flash sweat and Iron flesh are kind of gimmicky and too situational to be taken seriously, I'd rather have flash sweat if one or the other. But against a good player I'd rather just pop stamina grass.

I personally like to have at least 1 Chaos spell on me, the lava after effect is really a super useful tool. And I know both GCFB and Chaos Whip have their own merit, I tend to lean in favor of GCFB on 45 dex builds.

Spear Guy - specifically will be using Pyromancy to shoo people who get too close. Black Flame and a Great Chaos Fireball would be the best at doing the job in your 3 slots. GCFB because it's high rate of stun and lingering pool of lava, and black flame for it's relentlessly fast cast and great poise breaking potential.

((A small aside I'd mention about spear guy, as disapointing as this may sound Demon's Spear will generally perform as well as DSS on a quality-esque build like spear guy is, it's only when faith gets involved that DSS starts to really outshine the whole world. This would however free up some weight or points))

Egghead looks more like he's about the Pyro killing people, plenty of attunement slots to work with, but the lack of boosting gear (crown of dusk, bellowing dragoncrest ring) will make actually getting it to work at that SL will be a bit rough, without the crown even the stronger pyromancies don't do particularly impressive damage in the 120 range. But the Avelyn and Chaos Blade are strong in the own respects. The CB is a more aggressive weapon than the Spear so the pyromancy choices would reflect that, GCFB is still an excellent option for offense or defense, Great Combustion has the damage and speed. Fire Surge is either useless to you or it's your #1 damage dealer. It just depends on how things work out. (When trading damage I believe I've beaten buffed weapons by just holding firesurge with crown/ring on and out dpsing them) The Whip spells are more for space control, and I think your holding of the Avelyn warrants one on the roster, and rounding out the final slot I'd say either a black flame or if you feel you'll find use for it (I rarely do) fire tempest

Thanks, you guys been a great help. Also i gave my Egghead 1 more Att slot which makes her 125. I'm kinda new to PvP, but i'm trying to make good PvP builds that are not OP, so maybe me not using the crown and belloring would be appreciated... BTW is it okay for me to use that spear in PvP? I'm not using the flip ring.

Use whatever you want in PvP, it's all okay as long as you aren't hacking in some way.

Some people might complain but they're well known fussbudgets and I wouldn't worry about it.

About the Crown/BDCR. At 120-130 (popular pvping) Pyromancy on it's own without the boost from one or both of these pieces of equipment deals damage at a slower rate than pretty much everything else. at 120 it's common for WoGs to hit for 500+ and for some Sorcery to do over 1,000 damage in a single hit. Getting your Great Combustions and such on par with the other damage dealing options takes a little push beyond that of the +5 Ascended Flame.

You certainly don't need to worry about Pyromancy being too overpowered at 125 without the crown/ring.

The best answer is whatever you can reliably combo. Black flame is a good choice for some poise break, but the ability to mix things up and combo multiple hits for > 1000k damage for a dual-invest stat such as dex is the real power of pyros. STR builds can't really do much other than fire surge, GC/BF, and Tempest, but dex builds can do combos involving fireballs, fire whips, and GC/BF. Where you really get into some cool stuff is comboing alongside a weapon.

_________________There is no "I" in team. There is no "we" either. There is a me.Dolan would like you to turn around and pick up that item on the ground.

Devokai wrote:Instead of telling you what I think you should use I'll list all the pyro spells and what I think to be their most effective use in PvP situations.

Great Combustion/Black Flame - Combustion on average does slightly more damage in pvp because it's pure fire damage unlike black flame witch is partially physical (low percentage but enough to make the split put it back in damage) These are useful for several things, just tossing them out to regain stamina if you're being pressured or after your own volley. Black Flame is more reliable for breaking the poise and shields of more turtley players. And they're both good at making parry happy players think twice before throwing another one out.

The Fireballs - These have great direct hit damage if you practice and get good with aiming them, the chaos version provides a tactical advantage in spacing and area control with it's lava, but utilizing that effect takes a bit of foresight on your part. Should you land a direct hit when someone's close they both link into great combustion flawlessly IF it stuns. For this reason I always keep GC/BF 1 slot after a fireball if I use them.

The whips - Possibility of hitting a target twice for slightly more damage than a GC, has to be pretty much point blank though. This is what I'd call an OH **** spell. Really great for if you're getting pressured, back yourself into a corner and let it rip, chaos is especially useful for this because the lava prevents them from getting in on you after the cast w/o risking damage to themselves.

The Storms - These are more like random invasion spells. Tempest hits hardest and is generally the most widely used. A kind of cheesey tactic, provided you have 45 dex, is backstabbing someone and waking up with this. You have to wield the glove in your left hand though as swapping will lose that perfect window. The worst I've been punished for this is having someone backstab me on wake up but the damage canceled as they were hit w/ tempest just in time. The main use for them is surprising people around corners and insta gibbing them, especially with power boosting helms and rings.

Fire Surge - I wouldn't reccomend this spell unless you have 40-45 dex, it's start up locks you down in the animation and more often than not I find it's only a resetting tool. Spray it a little to regain stamina and resume the fight, it does too little damage and is too easily avoided for the effort of making it effective imo.

The Mists - Fun to use, complete garbage in any kind of real situation. The only useful thing I've ever done with them is use the mist to hide my casting of the storm spells.

The buffs - Power within is very useful if you're in a fight with a particularly annoying heal spammer or against a gank, but this is an iffy tactic at best.Flash sweat and Iron flesh are kind of gimmicky and too situational to be taken seriously, I'd rather have flash sweat if one or the other. But against a good player I'd rather just pop stamina grass.

Hope this helps you a bit.

I'm gonna go ahead and give you a +1 for this post, it was excellent. Who says you're not cut out for forums